Mr. Bucket's Forum Posts

  • 12 posts
  • On second thought, you can forget about it. I figured it out! Funny how you can take a long break when you're having a problem and fix it in about a minute when you come back.

    <img src="http://img37.imageshack.us/img37/9161/fixed.gif">

  • Whenever you get the time could you send me a fixed .cap? I swear, I just can't get it right.

  • Frame Number can never reach zero! Because to Fire (and therefore reduce Frame Number by 1), Frame Number must be greater than 1. Plus, Frame Number corresponds to Bullet Count's frame. Frame Number at 0 would make Bullet Count's frame be frame 0, which is nonexistent.

    And with the explosion I was just putting the action in the wrong area.

  • Ah, I see now about the else event. I was trying to get Else to work as "If the conditions aren't met" kind of thing.

    I agree that the second one should work, and the third thing I tried was just a move of desperation.

    Here's a .cap of the 2nd one.

    http://www.quickfilepost.com/download.do?get=90e1f000de76dc95b9600e75baa46596

    It's worth mentioning that the sound does indeed play after there's no bullets and you click, I just don't want it doing it when the last bullet is fired.

    Feel free to point out any other things in my event sheet that don't seem right. ^_^

    PS- Didn't wanna make a whole new thread for this...how can I make an object do something when an instance of it is created? I didn't see any event for that. (I'm trying to make it so that when you shoot an enemy, when the explosion is created, the explosion is set to a random angle. That way, the explosions become a little less tedious.)

  • Well, I wasn't using Else as a condition, I was using it as an event, like you said.

    This doesn't work:

    <img src="http://img269.imageshack.us/img269/1452/figure1.gif">

    I guess since the first half isn't testing anything, such as 0 is between 6 in 7, the else event doesn't work.

    I also tried these:

    <img src="http://img8.imageshack.us/img8/999/figure2.gif">

    <img src="http://img170.imageshack.us/img170/7993/figure3.gif">

    Of course, both had the same results...just not the ones I was looking for! In both cases, the sound (In the image it's Monster Scream2, but that's just filler for the "click" sound) played when the last bullet was fired, NOT when the mouse was clicked after the last bullet.

  • I'm gonna try and explain this best I can...

    I'm making my own little tweaks to Ghost Shooter. I have a 7 frame sprite, called Bullet Count, that keeps track of ammo. Frame 7 of the animation depicts 6 bullets, 6th frame depicts 5 bullets, etc., down to the 1st frame showing no bullets at all. I also give Bullet Count the private variable, "Frame Number" and set Bullet Count's frame number equal to this variable. When the layout starts, Frame Number is set to 7 (thus making the Bullet Count's animation set to frame 7). When the left mouse button is clicked, a bullet is fired and 1 is subtracted from Frame Number, as long as Frame Number is greater than 1 (again, this would correspond to frame 1 of Bullet Count, which depicts no bullets).

    Now, what I want to do is if the conditions aren't met - that is, Frame Number is equal to 1 and the player left clicks - to instead play a "click" sound, as if the gun were empty. I tried using the "else" event, but I couldn't get it to work correctly.

    Any idea how I can achieve my goal?

  • Why, I live in the bowels of America, of course!

    Downloading from the local library is hardly any better than here at home. I'd say my top download speed there would be around 20kbps. If my internet was a three-legged turtle, the library's internet would be a retarded turtle.

    Thankfully I had enough time to get the optional files and - ta dah! - it's working.

  • Heh, I'd say so.

    Well, I'll have to find some dedicated time to get these files, hopefully tomorrow, and I'll let you know if it's what's causing the problem...have a good feeling it is.

    Thanks to everyone who replied and helped out, I appreciate it.

    I'm sure you'll be seeing me again around here...likely with more problems of some sort. d(^.^d)

  • Crap. I was hoping the Direct X optional components were, ya know, optional.

    The reason I skipped it was because the optional components were very large and I'm on dial up.

    Is reinstalling Construct with these optional components (and waiting a good 4 hours our so) the only way? Or could I download that legacy shader compiler separately somehow and Construct run fine? It's the only error I've come across so far.

  • Whoa.

    Last time I use a computer my parents bought.

    Device name: Intel(R) 82915G/GV/910GL Express Chipset Family

    Pixel shader: 2

    Estimated VRAM: 90 MB

    Motion blur: No

  • I'm pretty sure they are.

    Here's what's odd...before I started messing around with Construct, I downloaded the stand-alone "demo" of Ghost Shooter and it worked fine. Afterward, I downloaded the tutorial for the game and loaded the .cap. When I try and run it, however, I get an error saying:

    "Errors occurred compiling one of the FX files in your Effects directory. The application will run with effects disabled. You need to fix the FX script, or stop using it, before effects can run correctly in this application."

    I found a post on this here - http://www.scirra.com/phpBB3/viewtopic.php?f=3&t=2536&p=19398 which seems quite similar to my situation, but I don't know exactly what he did to fix it.

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  • Not sure if this a bug or just a problem on my end, but Construct closes itself after attempting to add an effect - any effect - to an object.

    One of those Windows, "Such-and-Such program has encounter a serious error and must close" messages doesn't appear; Construct simply closes itself.

    Can anyone help me out? I'm using version 98.9.

  • 12 posts